CSaveRestoreBlockSet::Save
0x004ac670 · 117 bytes · __thiscall
_ZN20CSaveRestoreBlockSet4SaveEP5ISave
Decompiled
undefined (2 params)
/* CSaveRestoreBlockSet::Save(ISave*) */
void __thiscall CSaveRestoreBlockSet::Save(CSaveRestoreBlockSet *this,ISave *param_1)
{
int iVar1;
int *piVar2;
int iVar3;
int iVar4;
int iVar5;
iVar5 = 0;
iVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
if (0 < *(int *)(this + 0x30)) {
do {
iVar1 = *(int *)(this + 0x40);
iVar4 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
*(int *)(iVar1 + iVar5 * 0x28 + 0x24) = iVar4 - iVar3;
piVar2 = *(int **)(*(int *)(this + 0x24) + iVar5 * 4);
iVar5 = iVar5 + 1;
(**(code **)(*piVar2 + 8))(piVar2,param_1);
} while (iVar5 < *(int *)(this + 0x30));
}
iVar5 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
*(int *)(this + 0x3c) = iVar5 - iVar3;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.